The end result is one (maybe two overlapping) sprite, which appears as flipped.

There must be an easy explanation and correct way to make this work. My goals is to display a single sprite.say it looks like this:[:>to display like this:[:><:][:><:][:>I think it is ideal to use just a single SCB, but I'm not sure there.

And yes, I have some plans for a little port of a game (originally Atari 2600 game) to the Lynx.

You can do something like that, stupid example but it works.You sure you don't want to increment posx than posy ?I may teach you to suck eggs, but as I don't see it on your code, if you're looping on it, don't forget to reinitialize the original values

You can do something like that, stupid example but it works.You sure you don't want to increment posx than posy ?I may teach you to suck eggs, but as I don't see it on your code, if you're looping on it, don't forget to reinitialize the original values

I have tried something like that. You are right: the code fragment and my goal are not in sync.Here's a more substantial piece of my code:

You are looping on ShowScreen();It works only one frame, that's why you see it "flashing", after that your sprite structure keeps the latest values you put in it.So both sprite are at the same pos with same flip parameter.You need to re-set posx and b0 before the first sprite.

If you want draw a map with one SCB its faster and easy to use a spritechain and let suzy do the job as creating a loop.
As example, the whole map of frogger i draw with one SCB that runs a chain with about 200 pictures.

Interesting. While debugging through a number of the commercial Lynx games in the past I noticed both approaches. There were games that did a new SPRGO for every single sprite. Others used chained SCB for the sprites. On average I would say that 50% were all single sprites (non-linked), 10% used one big chain and 40% a combination of small chains and single sprites. Note that these estimates are very rough.

If you want draw a map with one SCB its faster and easy to use a spritechain and let suzy do the job as creating a loop.As example, the whole map of frogger i draw with one SCB that runs a chain with about 200 pictures.

Regards Matthias

That's interesting, how can you do that ? I may be missing something there.With an unique scb you get to draw a full map ?How do you update the sprite's coordinate during the internal loop ?

Ah yes, ok, misunderstanding.For 200 sprites, you still have 200 SCB in this case.

No thats not exact what i mean, cause1. you can copy SCBs so you dont need to define each SCB2. you can set that the next sprite uses the same Colormap as the first SCB. That saves some Bytes Memory for every Sprite.3. You can rebuild the SCB Map ever if you need by code. Youdont need to define it by start.